Edge Announced It Will Be Making Star Wars RPGs....

Edge, a sister company to Fantasy Flight Games under the Asmodee Group, has just announced that it will be producing the Star Wars RPGs FFG originally produced. Fantasy Flight Games have produced Edge of the Empire, and various other Star Wars RPGs over the last decade or so, but folded its RPG department in favor of sister company Edge last year. Of course, they announced this at GAMA trade...

Edge, a sister company to Fantasy Flight Games under the Asmodee Group, has just announced that it will be producing the Star Wars RPGs FFG originally produced. Fantasy Flight Games have produced Edge of the Empire, and various other Star Wars RPGs over the last decade or so, but folded its RPG department in favor of sister company Edge last year.

Of course, they announced this at GAMA trade show in March 2020. But here's the re-announcement, for those who didn't hear the first time round!

Screen Shot 2021-10-16 at 12.10.23 AM.png


Edge Studio to Create Star Wars Roleplaying Games
2021/10/15
Edge Studio is proud to announce that it will be producing roleplaying games set in the famous galaxy far, far away. Edge, as a part of the Asmodee Group, is now an official licensee of Star Wars™ Roleplaying.

“We are really excited with the opportunity of working on one of the most beloved IP in the world,” Gilles Garnier, the head of Edge Studio, said. “We want to follow in the footsteps of FFG’s fantastic work over the years, while bringing our own vision of what a Star Wars™ RPG should be.”

Edge will be exploring some of the many eras of Star Wars, revisiting old classics while venturing into the exciting new frontiers of this setting. The studio looks forward to building on the legacy begun with Fantasy Flight games, who launched the wildly successful Star Wars roleplaying game Edge of the Empire. Sam Gregor-Stewart, the former lead developer on Edge of the Empire and now the RPG Manager for Edge Studios, said that he is looking forward to revisiting the Star Wars™ galaxy.

Star Wars has always been one of my favorite settings, ever since I was a kid,” Sam said. “I loved my time working on the game lines Edge of the Empire, Age of Rebellion, and Force and Destiny. Now, with Edge, I’m really thrilled to have a chance to try something new! I hope we can create something fresh for our fans, while at the same time creating something that is going to awaken the same passion for Star Wars™ in a new generation that I felt growing up.”

With the licensing deal reached, Edge is also working to ensure reprints of existing Star Wars™Roleplaying products will be available to fans around the world. For more information on reprints and for other news on upcoming Star Wars™ products, be sure to follow Edge Studio on social media and on their website, as the website is expanded and enhanced in the coming months.



 

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Campbell

Relaxed Intensity
This is interesting - could you expand on it? Is it just that France has a big pool of talented artists willing to work for cheap, or do you get a tax break for paying for art (I could totally believe this of France) or something?

I think it's the pool of artists. There is a tax break for art, but it's for publicly displayed art from living artists. I don't think it would apply to commissioned artwork placed inside books that are made for sale.
 

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Personally, I feel like the system is a great idea that's only half-executed. There's this great dynamic, numberless, narrative dice mechanic...aaaand then everything else is like old-school skills lists, talent trees, and equipment with armor points or whatever. I say go all-in and use the icons and dice types for everything: no numbers, just icons and dice types that affect what happens and how.
I'd be interested in seeing how that would work.

Though I have to give credit to some of trees, because while not all are good, some of them do some A+ theming. The one that was pointed out to me was the the Juyo Berserker tree. At the top of it, the path splits off, where you can take the easier, dark-side version of Juyo, while taking the longer way around negates the conflict you normally gain, creating the perfected form (Vaapad) that Mace Windu created.
 

Staffan

Legend
Personally, I feel like the system is a great idea that's only half-executed. There's this great dynamic, numberless, narrative dice mechanic...aaaand then everything else is like old-school skills lists, talent trees, and equipment with armor points or whatever. I say go all-in and use the icons and dice types for everything: no numbers, just icons and dice types that affect what happens and how.
Eh, I like the system's general crunchiness level. I do have one major quibble with the system and a few minor ones. Among the minor ones is having fixed-ish weapon damage, which means you never get a glancing blow with a blaster. You either miss, or hit for a pretty big amount.

The major problem I have is that the vehicle rules are, um, bad. And in a Star Wars game, that's a pretty big problem. Most of that probably stems from the decision to have all vehicles fit into a 2-10 size scale where 2 is a speeder bike and 10 is the Death Star (1 is regular humanoids). This means that the lower end of the scale, which is where PC-relevant things usually happen, things get really crowded and there's not really enough differentiation (speeders at silhouette 2, fighters at 3, walkers and light transports like the Millenium Falcon at 4). Among other things, it means that all small-ship weaponry (except missiles) are limited to Close range, which is the equivalent of melee for vehicles. Another thing is that chases really don't work with the regular combat system, although there's a sidebar about how to tweak it to work for chases. Also, shields don't work the way you'd expect shields to work (they reduce the chance of getting hit instead of taking the damage that would otherwise harm the hull).
 

Eh, I like the system's general crunchiness level. I do have one major quibble with the system and a few minor ones. Among the minor ones is having fixed-ish weapon damage, which means you never get a glancing blow with a blaster. You either miss, or hit for a pretty big amount.

The major problem I have is that the vehicle rules are, um, bad. And in a Star Wars game, that's a pretty big problem. Most of that probably stems from the decision to have all vehicles fit into a 2-10 size scale where 2 is a speeder bike and 10 is the Death Star (1 is regular humanoids). This means that the lower end of the scale, which is where PC-relevant things usually happen, things get really crowded and there's not really enough differentiation (speeders at silhouette 2, fighters at 3, walkers and light transports like the Millenium Falcon at 4). Among other things, it means that all small-ship weaponry (except missiles) are limited to Close range, which is the equivalent of melee for vehicles. Another thing is that chases really don't work with the regular combat system, although there's a sidebar about how to tweak it to work for chases. Also, shields don't work the way you'd expect shields to work (they reduce the chance of getting hit instead of taking the damage that would otherwise harm the hull).

I find that the ground stuff works alright enough, though most ground stuff I've run are chases and the like.

Space, though... it's weird. Like, you'd think space would be a great time to do the whole "all distances are relative to the players", but I've found that a grid map just saves so much time compared to any other combat. The fix the Order 66 Podcast made using the Genesys rules for combat are definitely an improvement, but I've found just outright conceding a map of some sort is a massive help to balancing things like speed, range, and other things.
 

Feel like it's worth mentioning that Scum and Villainy does Star Wars really well--better, imo, than most of the licensed games. Only takes a couple of tweaks to make the Mystic playbook work as a force user. And if you already have or can get your hands on WEG or FFG sourcebooks you'll have all the specific background material you want.
 



payn

He'll flip ya...Flip ya for real...
Personally, I feel like the system is a great idea that's only half-executed. There's this great dynamic, numberless, narrative dice mechanic...aaaand then everything else is like old-school skills lists, talent trees, and equipment with armor points or whatever. I say go all-in and use the icons and dice types for everything: no numbers, just icons and dice types that affect what happens and how.
Ugh, I like the Genesys enough, but the symbols are just a constant punch in the face that reminds you are playing a game. I know this is on me, but I just dont like that constant reminder. I read in the books something like;
"add up all & and then subtract any # to determine results..."
It just feels very board gamey and I just dont want that in my RPG. Even if I do enjoy the narration dice aspect.
 


aramis erak

Legend
The Star Wars Narrative Dice system is what I love second most about FFG SW. The force trees system is first.
It's my perfect level of crunch for Star Wars... But...
  • Can't roll until the GM sets the difficulty
  • Like Payn, I think the vehicles really needed at least one more scale, if not two, between capital and person (it has at present 3 scales Personal, Vehice/Starfighter/light-Transport, Capital ships; certain capital ships have a "Massive" talent which is essentially another few capital ship scales... The vehicles are just too compressed, with almost no differences.
  • The movement system. It's not that it's crunchy - which it is in a non-minis way, but that it breaks my verisimilitude and becomes hard to run... so I used a conversion to distance, and it smoothed out
I run it fairly rules light, by my tastes, and let the players pick and/or bargain for advantage and triumph spends. And for NPC threat & despair spends. To be honest, tho', I prefer the dice mechanics of L5R 5... players picking whether to keep for more successes or for more advantage, and whether to keep the stress. (Note that a roll does require keeping at least one die, and that's occasionally forced keeping a stress result.) Most of the time, failure is an option if the price is too high...
It's not FKR adjacent. But I love letting players make choices based upon rolls. Less work for me, more buy in from them.
There are good ideas from FKR that can be implemented situationally in trad play.
 

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